Game device, operation method, information recording medium, and program

ABSTRACT

Provided is a game device, wherein an event storage unit ( 201 ) stores event information including the display information and occurrence time of an event that has occurred, an event acquisition request unit ( 202 ) specifies a period during which the game device failed to participate in a game and sends an event acquisition request to other game devices ( 200 ) when the game device recovers from communication disconnection, and an event acquisition reply unit ( 203 ) receives an event acquisition request, acquires event information on events having occurred during the specified period from the event storage unit ( 201 ) of its own device, and sends it back. The event storage unit ( 201 ) further stores sent back event information. A reproduction/display unit ( 204 ) reproduces/displays display information on events stored in the event storage unit ( 201 ).

TECHNICAL FIELD

The present application relates to a game device, operation method, information recording medium, and program allowing a game device participating in a multiplayer game to share with other game devices information on events having occurred in a time frame during which the game device failed to participate in the game due to communication failure or the like.

BACKGROUND ART

Multiplayer games have long been popular. In some multiplayer games, multiple game devices communicate with each other. In a multiplayer game, a player cooperates with other players to achieve a common goal. For example, players cooperate to eliminate an enemy. Recently, various techniques for multiplayer games have been proposed. Such techniques are intended to allow a player to have more fun in cooperating with other players.

For example, Patent Literature 1 discloses a network game system. In this network game system, a player can easily find a compatible partner. In this network game system, attributes and attribute conditions are stored in association with each player. Furthermore, the network game system displays player characters manipulated by other players. In this network game system, the display form on the game screen of a player character manipulated by another player is determined based on the attributes and attribute conditions. More specifically, the attributes include the gender, blood type, hobby, and favorite sport of a player. The attribute conditions are conditions of a partner with whom the player wants to communicate. In this network game system, if the attributes of a player match those of another player, the player character manipulated by the other player is displayed in a form different from others. In this way, a player can easily find a compatible partner in the network game. Patent Literature 1: Unexamined Japanese Patent Application KOKAI Publication No. 2004-081818.

DISCLOSURE OF INVENTION Problems to be Solved by the Invention

As described, multiplayer games have long been popular and various techniques relating to multiplayer games have been provided. Multiplayer games are expected to be increasingly popular in the future. On the other hand, techniques allowing players to return to the game after communication disconnection due to power discontinuity or communication problems during play of a multiplayer game are demanded.

Even if a game device has lost communication, the other game devices continue to play a multiplayer game. The characters are then manipulated on the other game devices. The game is in progress in the meantime. However, a game device having lost communication is unaware of the actions of the characters on the other game devices or the progress of the game. Hence, a measure is necessary by which a game device can share the details of the progress of the game in a period in which the game device fails to participate in a game with the other devices. Such a measure provides a stronger sense of unity with other players.

The present invention is invented to resolve the above problem and an exemplary object of the present invention is to provide a game device, operation method, information recording medium, and program allowing a game device participating in a multiplayer game to share with other game devices information on events having occurred in a time frame during which the game device failed to participate in the game due to communication failure or the like.

Means for Solving the Problems

In order to achieve the above object, the game device according to a first exemplary aspect of the present invention is a game device in a game system in which multiple game devices communicate with each other to participate in a game, comprising an event storage unit, an event acquisition request unit, and an event acquisition reply unit.

First, the event storage unit stores event information including display information for displaying an event and occurrence time of the event when the event occurs in the course of the game.

Here, an event is an important incident in the course of a game. For example, an event can be finding of an item or elimination of an enemy character. The occurrence of an event is automatically identified by a given method. When occurrence of an event is identified while a game is played, the event storage unit collects event information. The event information includes time of occurrence and display information, namely image data at the moment of occurrence. As the display information of event information is reproduced in the order of occurrence, it is a digest of play details on the game device. In other words, the digest is reproduced/displayed piece by piece for a given time like a slide show.

The event acquisition request unit sends to the other game devices an event acquisition request specifying a time frame during which the game device failed to participate in the game.

Here, the time frame during which a game device fails to participate in a game can be, for example, a time frame during which the player powers off the game device to be away for a while. Furthermore, it can be a time frame during which the game device has lost communication for some reason such as communication problems. The game device cannot collect event information in such a time frame. On the other hand, typically, the other game devices in a multiplayer game continue to play the game even if a game device has lost communication with any of the other devices. The other game devices continue to collect event information. Therefore, the event acquisition request unit sends an event request for collecting event information from the other game devices. In an event request, the time frame during which the game device failed to participate in the game is specified. The event information is information on events occurring on the other devices in the interim.

The event acquisition reply unit receives the event acquisition request from the other game devices, and sends back to the other game device that has sent the event acquisition request an event acquisition reply presenting event information that is stored in the event storage unit and of which the occurrence time is included in the time frame specified in the event acquisition request.

More specifically, a game device makes a request to the other game devices for event information on events occurring in a time frame during which there was failure to participate in the game. The game device also receives event acquisition requests from other game devices. With an event acquisition request, the game device is required to send back event information stored in its own device. The event acquisition reply unit replies to event acquisition requests received from the other game devices. In other words, the game device sends back event information included in a time frame specified in the event request.

Then, the event storage unit further stores event information sent back from the other game devices. More specifically, the event storage unit of a game device further stores event information collected on the other game devices in addition to event information collected on its own device.

As described, the invention of the present application allows a game device to collect from the other game devices event information on events having occurred in a time frame during which the game device failed to participate in the game. Consequently, information can be shared with the other game devices.

Furthermore, it is possible that the time frame specified in the event acquisition request is a time frame from a time when connection to the other game devices is discontinued to a time when connection to the other game devices is reestablished later.

Connection between a game device and the other game devices is discontinued, for example, when the game device is powered off. The same applies to some communication failure. The connection is reestablished when the game device is powered on or the communication failure is fixed. Then, the event acquisition request unit sends an event acquisition request when the connection is reestablished. In the event acquisition request, a communication disconnected period is specified. Using the event acquisition request, the game device makes a request for sending back event information on events having occurred on the other game devices.

In the invention of the present application, the communication disconnected period is treated as a period during which a game device failed to participate in the game. In the invention of the present application, information on events having occurred during such a period can be shared with the other game devices.

Furthermore, it is possible that the event storage unit further stores a period during which the game device could not collect event information on events having occurred in the game (“a missing period” hereafter); the time frame specified in the event acquisition request is the missing period stored in the event storage unit; a period within the time frame specified in the event acquisition request that overlaps with a period other than the missing period stored in the event storage unit of the other game devices (“a valid period” hereafter) is further specified in the event acquisition reply; and when the event acquisition reply is received, the period overlapping with the valid period specified in the event acquisition reply is deleted from the missing period stored in the event storage unit of the game device.

More specifically, first, as described, a game device stores a period during which there was failure to participate in the game due to communication disconnection as a missing period during which event information could not be collected. Then, the game device sends an event acquisition request with the missing period specified to the other game devices. The other game devices receive the event acquisition request. However, the other game devices may also have a missing period. In other words, the other game devices may have a communication disconnected period due to power discontinuity, communication failure, etc.

As described, the other game devices receive the event acquisition request. In the event acquisition request, a missing period is specified. The other game devices designate a period excluding the missing period stored in their own device from the specified missing period as a valid period. The valid period is designated regardless of the present/absence of events. The other game devices send back the valid period to the game device that is the sender of the event acquisition request together with event information. Then, the game device deletes the period overlapping with the valid period from the missing period stored in its own device to update the event storage unit. The game device stores a period within the period specified in the event acquisition request that is also a missing period of the other game devices as the remaining missing period in the event storage unit.

Here, if the game device specifies an updated missing period in an event acquisition request again in the same manner, the other game devices cannot provide new event information. The other game devices participating in the game have already sent back event information they retain in their own device. However, if a game device that was not participating in the game when the event acquisition request was sent may later return to the game. This returning game device may have collected event information in the updated missing period. In consideration of this matter, when another game device returns to the game, the event acquisition request unit sends to the returning game device an event acquisition request with the updated missing period specified. In this way, event information in a period for which collection of event information once failed may be collected.

Furthermore, the game device may further comprise a reproduction/display unit reproducing/displaying display information contained in event information stored in the event storage unit.

More specifically, the game device may reproduce/display game images of events acquired from the other game devices in addition to events having occurred on its own device. In this way, the player can view a digest of the history (play history) shared with the other game devices. The play history includes event information acquired from the other game devices.

Furthermore, it is possible that the event information is given an importance level; a threshold importance level received from a player of the game device is further specified in the event acquisition request; and the event acquisition reply unit sends back to the other game device an event acquisition reply presenting event information acquired in response to the event acquisition request from the other game device and having an importance level equal to or higher than the specified threshold.

More specifically, the player can specify an importance level of event information to acquire from the other game devices. In this way, it is possible to reduce communication cost necessary for transmission/reception of event information and/or to control the quantity of information stored in the event storage unit.

Furthermore, it is possible that the event information is given an importance level; and the reproduction/display unit receives a threshold importance level of event information from a player and reproduces/displays display information of event information stored in the event storage unit and having an importance level equal to or higher than the received threshold.

More precisely, the player can specify an importance level of event information to reproduce/display. In this way, it is possible to reproduce/display selected event information, not all event information.

Furthermore, it is possible that the event information contains disclosure approval/disapproval information provided by a player of the game device; and event information presented in the event acquisition reply is limited to event information of which the approval/disapproval information indicates approval.

More precisely, the player can specify whether to provide each pieces of event information to the other game devices. Here, as described, the event information is stored in the event storage unit. Then, the player can impose limitations on presentation of event information he/she does not want to share with the other game devices.

The operation method according to another exemplary aspect of the present invention is an operation method of a game device in a game system in which multiple game devices communicate with each other to participate in a game.

Here, the game device comprises an event storage unit, an event acquisition request unit, and an event acquisition reply unit, and the event storage unit comprises an event storing step of storing event information including display information for displaying an event and occurrence time of the event when the event occurs in the course of the game; the event acquisition request unit comprises an event acquisition request step of sending to the other game devices an event acquisition request specifying a time frame during which the game device failed to participate in the game; and the event acquisition reply unit comprises an event acquisition replay step of receiving the event acquisition request from the other game devices and sending back to the other game device that has sent the event acquisition request an event acquisition reply presenting event information that is stored in the event storage unit and of which the occurrence time is included in the time frame specified in the event acquisition request, and the event storage unit further stores event information sent back from the other game devices.

The information recording medium according to another exemplary aspect of the present invention records a program that allows a computer to function as a game device in a game system in which multiple game devices communicate with each other to participate in a game, wherein the program allows the computer to function as an event storage unit, an event acquisition request unit, and an event acquisition reply unit.

The event storage unit stores event information including display information for displaying an event and occurrence time of the event when the event occurs in the course of the game.

The event acquisition request unit sends to the other game devices an event acquisition request specifying a time frame during which the game device failed to participate in the game.

The event acquisition reply unit receives an event acquisition request from the other game devices and sends back to the other game device that has sent the event acquisition request an event acquisition reply presenting event information that is stored in the event storage unit and of which the occurrence time is included in the time frame specified in the event acquisition request.

Here, the event storage unit further stores event information sent back from the other game devices.

The present invention allows a computer to function as a game device operating as described above.

The program according to another exemplary aspect of the present invention is a program that allows a computer to function as a game device in a game system in which multiple game devices communicate with each other to participate in a game, wherein the program allows the computer to function as an event storage unit, an event acquisition request unit, and an event acquisition reply unit.

The event storage unit stores event information including display information for displaying an event and occurrence time of the event when the event occurs in the course of the game.

The event acquisition request unit sends to the other game devices an event acquisition request specifying a time frame during which the game device failed to participate in the game.

The event acquisition reply unit receives an event acquisition request from the other game devices and sends back to the other game device that has sent the event acquisition request an event acquisition reply presenting event information that is stored in the event storage unit and of which the occurrence time is included in the time frame specified in the event acquisition request.

Here, the event storage unit further stores event information sent back from the other game devices.

The present invention allows a computer to function as a game device operating as described above.

The program of the present invention can be recorded on a computer-readable information recording medium such as a compact disc, flexible disc, hard disc, magneto-optical disc, digital video disc, magnetic tape, and semiconductor memory. The above program can be distributed/sold independently from a computer on which the program is executed via a computer communication network. Furthermore, the above information recording medium can be distributed/sold independently from the computer.

Effect of the Invention

The present invention can provide a game device, operation method, information recording medium, and program allowing a game device participating in a multiplayer game to easily share with other game devices details of the progress of the game in the event of communication disconnection.

BRIEF DESCRIPTION OF DRAWINGS

FIG. 1 is a diagram showing the general configuration of a typical portable information processing device in which the game device according to the present invention is realized.

FIG. 2 is an illustration showing the appearance of a typical portable information processing device in which the game device according to the present invention is realized.

FIG. 3A is an illustration showing a game system consisting of the game devices according to the present invention.

FIG. 3B is a block diagram showing the functions of the game device according to the present invention.

FIG. 4 is a flowchart of the event information collection procedure of the game device according to an embodiment of the present invention.

FIG. 5A is a flowchart of the procedure to collect information on events having occurred on its own device in the game device according to an embodiment of the present invention.

FIG. 5B is a flowchart of the procedure to collect event information from the other game devices in the game device according to an embodiment of the present invention.

FIG. 6A is a chart showing the state before a missing period is updated in Ga.

FIG. 6B is a chart showing the state after a missing period is updated in Ga.

BEST MODE FOR CARRYING OUT THE INVENTION

An embodiment of the present invention will be described hereafter. In the following embodiment, for easier understanding, the present invention is applied to a portable information processing device. The present invention is similarly applicable to various computers, PDAs, and cell-phones. In other words, the embodiment described below is given by way of example and the scope of the invention of the present application is not confined thereto. A person of ordinary skill in the field may embrace an embodiment in which some or all of the components are replaced with equivalent counterparts. Such an embodiment falls under the scope of the present invention.

FIG. 1 is a diagram showing the general configuration of a typical portable information processing device 1 in which the game device according to an embodiment of the present invention is realized. The following explanation is made with reference to this figure.

The portable information processing device 1 comprises a process control unit 10, a connector 11, a cartridge 12, a wireless communication unit 13, a communication controller 14, a sound amplifier 15, a speaker 16, operation keys 17, a first display unit 18, a second display unit 19, and a touch panel 20.

The process control unit 10 comprises a CPU (Central Processing Unit) core 10 a, a ROM (Read Only Memory) (not shown), an image processing unit 10 b, a VRAM (Video Random Access Memory) 10 c, a WRAM (Work RAM) 10 d, an LCD (Liquid Crystal Display) controller 10 e, and a touch panel controller 10 f.

The CPU core 10 a controls the operation of the entire portable information processing device 1 and is connected to the components to exchange control signals and data with them.

More specifically, for playing a game, the player mounts the cartridge 12 onto the connector 11. Then, the CPU core 10 a reads programs and data stored in the ROM 12 a of the cartridge 12 and executes a given procedure.

The ROM stores an IPL (Initial Program Loader). Upon power-on, the CPU core 10 a first executes the IPL. With the IPL being executed, the CPU core 10 a starts to execute programs stored in the ROM or in the ROM 12 a of the cartridge 12.

The ROM further records programs of an operation system and built-in software and various data. Here, an operation system is essential for controlling the operation of the entire portable information processing device 1.

The image processing unit 10 b processes data and stores them in the VRAM 10 c. The data are those read from the ROM 12 a of the cartridge 12 or those processed by the CPU core 10 a.

The VRAM 10 c is a frame memory storing display information. The VRAM 10 c stores image information processed by the image processing unit 10 b.

The WRAM 10 d stores work data. The work data is necessary for the CPU core 10 a to execute various procedures according to programs.

The LCD controller 10 e controls the first display unit 18 and second display unit 19. The LCD controller 10 e controls them to display given display images. For example, the LCD controller 10 e converts image information stored in the VRAM 10 c to display signals at given synchronized times. Then, the LCD controller 10 e outputs the display signals to the first display unit 18 and/or second display unit 19. The LCD controller 10 e displays, for example, given command icons on the first display unit 18 and/or second display unit 19.

The touch panel controller 10 f detects contact (touch) of a finger of the user or a touch pen to the touch panel 20. For example, a given command icon is displayed on the second display unit 19. In such a case, the touch panel controller 10 f detects touch and its position on the touch panel 20.

The connector 11 is a terminal to which the cartridge 12 is detachably connected. When the cartridge 12 is connected, the connector 11 transmits/receives given data to/from the cartridge 12.

The cartridge 12 comprise a ROM 12 a and a RAM (Random Access Memory) 12 b.

The ROM 12 a records programs, image data, and sound data. Here, the programs realize games. The image data and sound data accompany the games.

The RAM 12 b stores various data presenting the progress of a game.

The wireless communication unit 13 is used for wireless communication with the wireless communication units 13 of other portable information processing devices 1. The wireless communication unit 13 transmits/receives given data to/from other portable information processing devices 1 via a not-shown antenna (such as a built-in antenna).

Here, the wireless communication unit 13 may perform wireless LAN communication with a given access point. Furthermore, the wireless communication unit 13 is given a unique MAC (Media Access Control) address.

The communication controller 14 mediates communication between the process control unit 10 and the process control units 10 of other portable information processing devices 1. The communication controller 14 controls the wireless communication unit 13 to execute communication procedures in conformity to a given protocol.

The sound amplifier 15 amplifies sound signals generated by the process control unit 10 and supplies them to the speaker 16.

The speaker 16 outputs given music and sound effects according to the sound signals amplified by the sound amplifier 15. For example, the speaker 16 can be a stereo speaker.

The operation keys 17 receive input of given commands in accordance with operation of the user. The operation keys 17 are composed of multiple key switches properly positioned on the portable information processing device 1.

The first and second display units 18 and 19 are composed of LCDs. The first and second display units 18 and 19 are controlled by the LCD controller 10 e to properly display game images.

Here, the second display unit 19 displays command icons. The user touches the touch panel 20 on the second display unit 19 to enter operation commands.

The touch panel 20 receives input by touch of a finger of the user or a touch pen. The touch panel 20 is superimposed on the front face of the second display unit 19.

The touch panel 20 is composed of, for example, a pressure-sensitive touch sensor panel. The touch panel 20 senses pressure from a finger of the user or the like. Sensing the pressure, the touch panel 20 detects a touched state and transition from a touched to untouched state. Here, alternatively, the touch panel 20 may detect touch of a finger of the user or the like based on change in capacitance.

FIG. 2 shows the appearance of the portable information processing device 1.

The game device according to this embodiment is realized on the above typical portable information processing device 1; however, it can be realized on a conventional computer or game machine. Such a conventional computer or game machine comprises a CPU core, VRAM, and WRAM as in the above portable information processing device 1. Furthermore, a NIC (Network Interface Card) is installed in a conventional computer. The NIC is used for connection to a computer communication network such as the Internet. The NIC may conform to 10BASE-T/100BASE-T standards. Here, 10BASE-T/100BASE-T is used to configure a LAN (Local Area Network). Furthermore, a conventional computer has a hard disc as a storage device. A DVD-ROM, magneto-optical disc, etc. can be used with a convention computer. Furthermore, a keyboard or mouse is used with a conventional computer as an input device in place of a touch panel. As the programs are installed and executed, a conventional computer works as the game device.

In the following explanation, unless otherwise noted, the game device according to this embodiment is described relating to the portable information processing device 1 shown in FIG. 1. The components of the game device can be replaced by the components of a conventional computer or game machine as appropriate where necessary and such an embodiment falls under the scope of the present invention.

The game device will be described hereafter.

As shown in FIG. 3A, multiple game devices 200 constitute a single game system. The game devices 200 of this game system communicate with each other to carry on a game. FIG. 3A shows three game devices 200 communicating with each other. However, the number of game devices 200 is not restricted thereto.

This embodiment describes a case of a so-called role-play game executed on the game devices 200. The players operate their own game devices 200 to manipulate one of the player characters in the game world. Manipulating a player character, the player participates in the game. For easier understanding, it is assumed that the participating game devices 200 register themselves at the other devices before starting the game. Furthermore, no new game device 200 participates in the game until the game ends.

The components of a game device 200 will be described hereafter. Each game device 200 comprises, as shown in FIG. 3B, an event storage unit 201, an event acquisition request unit 202, an event acquisition reply unit 203, and a reproduction/display unit 204.

First, when an event occurs in the course of the game, the event storage unit 201 stores event information including display information for displaying the event and occurrence time of the event. Here, a not-shown timing means (for example, an RTC) built in the CPU core 10 a may provide occurrence time of an event.

Here, an event is an important scene in the course of a game. For example, elimination of an enemy character or finding of treasure can be an event. Furthermore, the display information is, for example, data for a game image (for one frame) upon occurrence of an event. As described later, in this embodiment, occurrence of an event is automatically identified by a given method.

The event storage unit 201 stores event information as described later. The event storage unit 201 also stores event information sent back from the other game devices 200. The event storage unit 201 further stores information on missing periods. A missing period is a time frame during which event information cannot be collected. The process control unit 10, connector 11, and cartridge 12 cooperate to function as the event storage unit 201.

The event acquisition request unit 202 first acquires from the event storage unit 201 a time frame during which event information cannot be collected (a missing period). Here, a time frame during which event information cannot be collected (a missing period) is a time period satisfying two conditions below: (1) a time frame during which communication with the other game devices 200 is disconnected; and (2) a time frame during which event information cannot be acquired from the other game devices 200.

Here, communication with the other game devices 200 may be disconnected due to power discontinuity or communication failure of the wireless communication unit 13.

Specifying the acquired time frame, the event acquisition request unit 202 sends an event acquisition request to all game devices 200 participating in the game except for its own device. The process control unit 10, connector 11, cartridge 12, and wireless communication unit 13 cooperate to function as the event acquisition request unit 202.

The event acquisition reply unit 203 receives an event acquisition request from other game devices 200. Receiving the event acquisition request, the event acquisition reply unit 203 sends back event information to the game device 200 that is the sender of the event acquisition request. Here, the event information is stored in the event storage unit 201 of its own device. Furthermore, the event information is that included in the time frame specified in the event acquisition request. The process control unit 10, connector 11, cartridge 12, and wireless communication unit 13 cooperate to function as the event acquisition reply unit 203.

Operation of the game device 200 having the above configuration will be described hereafter.

First, a player powers on the game device 200. Then, the process control unit 10 reads the game programs stored in the ROM 12 a of the cartridge 12 onto the WRAM 10 d. The process control unit 10 executes a given initialization procedure. Then, the game starts. The procedure to collect event information after the game starts will be described hereafter with reference to FIG. 4.

First, the process control unit 10 determines whether communication is established (Step S101). If communication is established, manipulation information of the player is sent to the other game devices 200. More specifically, the player manipulates one player character in the game from his/her own game device 200. Then, the manipulation information is sent to the other game devices 200. Then, the other game devices 200 reflect the action of the player character on their own devices based on the sent manipulation information. In this way, the action of the player character manipulated from each game device 200 is reflected on all game devices 200. Consequently, the players can enjoy playing in the same game space.

Therefore, if communication is established (Step S101; Y), the game device 200 collects event information at its own device (Step S102). FIG. 5A shows details of the procedure to collect event information at its own device.

First, the process control unit 10 determines whether the current scene of the game is an event (Step S1021). In this embodiment, the process control unit 10 automatically determines that an event has occurred when a parameter largely fluctuates. For example, if a player character eliminates an enemy character, the enemy character abruptly loses points and has zero point. Alternatively, if a partner is eliminated, the partner abruptly loses points and has zero point. If a player character finds treasure, its pocket is abruptly increased. In this way, when a parameter largely fluctuates, there is an important change in the story. Then, if a parameter largely fluctuates, it is assumed that an event has occurred. However, how to determine whether the current scene of a game is an event is not restricted to the above method.

If it is determined that the current scene of the game is an event (Step S1021; Y), the game image (still image) and time are stored in the event storage unit 201 as the display information and occurrence time of the event (Step S1022). Here, the game image is the image reproduced at the time. Then, the process proceeds to Step S103. Here, the process in Step S103 will be described later. On the other hand, if no event has occurred (Step S1021; N), the game advances and the step S1021 is repeated until an event occurs.

Returning to Step S101, if communication with the other game devices 200 is not established (Step S101; N), the game device 200 cannot participate in the game. In other words, while communication is disconnected, the game device 200 cannot collect event information. Therefore, the process control unit 10 first determines whether communication is reestablished (Step S104). If no communication is established (Step 104; N), the Step 104 is repeated until communication is established. Once it is determined that communication is established (Step S104; Y), the time frame from the time of last communication disconnection to the current time is added to a missing period (Step S105). Here, the missing period is a period during which event information is not collected. As described, the missing period is stored in the event storage unit 201.

The time of communication disconnection is one of the following and is stored in the ROM 12 a: (a) the time when last data are received in the event that the wireless communication unit 13 does not receive data from the other game devices 200 for a given threshold time or longer; (b) the time when an error has occurred to the wireless communication unit 13; or (c) the time when the game device 200 is powered off.

Then, the game device 200 performs a procedure to collect event information from the other game devices 200 participating in the game (Step S106). Here, the event information is information on events having occurred during the missing period.

FIG. 5B shows details of the Step S106. First, the event acquisition request unit 202 sends an event acquisition request to the other game devices 200 participating in the game (Step S1061). The missing period stored in the event storage unit 201 is specified in the event acquisition request. Using the event acquisition request, the event acquisition request unit 202 requests the other game devices 200 to send back event information on the events having occurred during the period in question.

The other game devices 200 receive the event acquisition request. The event acquisition reply unit 203 of the other game devices 200 first makes reference to the event storage unit 201 of their own device. Then, the event acquisition reply unit 203 acquires the event information. Here, occurrence time of the event information is included in the period specified in the event acquisition request. The event acquisition reply unit 203 further acquires a period excluding the missing period stored in its own device from the period in question as a valid period. Here, the valid period is a period during which valid events have occurred. The event acquisition reply unit 203 of the other game devices 200 sends back an event acquisition reply to the game device 200 that is the sender of the event acquisition request. The acquired event information is presented in the event acquisition reply. The valid period is also included in the event acquisition reply. Here, needless to say, event information stored in the event storage unit 201 of the other game devices 200 can be event information sent back from the game devices 200 other than its own device.

Receiving the event acquisition reply (Step S1062), the process control unit 10 of the game device 200 stores the event information presented in the event acquisition reply in the event storage unit 201 (Step S1063). Furthermore, the process control unit 10 deletes a period overlapping with the valid period specified in the event acquisition reply from the missing period to update the missing period (Step S1064). In other words, a period that is within the specified period and for which event information is not collected from the other game devices 200 is stored as the remaining missing period. This matter will be explained with reference to FIG. 6.

FIG. 6A shows the times when an event is acquired and the missing periods on the time axes of two game devices 200, Ga and Gb, participating in a game. Ga and Gb have a missing period, namely a period during which event information was not collected, Pa and Pb, respectively. Therefore, when Ga sends an event acquisition request to the other game device 200, the period Pa is specified as the missing period.

On the other hand, Gb receives the event acquisition request. Gb has stored event information including the display information and occurrence time of an event Eb. Here, the event Eb is an event having occurred in the period Pa as shown in FIG. 6A. Then, the event acquisition reply unit 203 of Gb sends back an event acquisition reply with event information of the event Eb to Ga. Furthermore, Gb specifies in the event acquisition reply a valid period Z in which the missing period Pb of its own device and the specified period do not overlap with each other. Receiving the event acquisition reply from Gb, Ga stores the received event information of the event Eb in the event storage unit 201. Furthermore, Ga deletes the valid period Z for which event information is successfully collected from Gb from the missing period Pa also stored in the event storage unit 201. Then, as shown in FIG. 6B, Ga stores a remaining period Pa′ as the remaining missing period.

In this example, for easier understanding, only two game devices 200, Ga and Gb, are participating in the game. Therefore, only Gb replies to an event acquisition request from Ga and sends back event information. However, three or more game devices 200 may be participating in a game. In such a case, among all other game devices 200, only the game devices 200 storing event information of events having occurred in the specified period send back event information. The occurrence time and display information may be duplicated among multiple pieces of event information sent back from multiple game devices 200. In such a case, only one piece of event information is stored for reducing the quantity of information.

On the other hand, if the occurrence time and display information is not duplicated among multiple pieces of event information sent back from multiple game devices 200, they are all stored in the event storage unit 201. For example, in the case of a game in which participating player characters act in several groups, the game devices 200 undergo different progresses of the game. Therefore, the game devices 200 store different event information. A game device 200 undergoing communication disconnection stores in the event storage unit 201 all different event information sent back from the other game devices 200 as event acquisition replies. This is because the game device 200 having undergone communication disconnection could have chosen to act with one of the groups if the communication had not been disconnected. In other words, the game device 200 can store multiple different versions of history (game history) for the same point of time.

As described, the game device 200 sends an event acquisition request when communication is reestablished after disconnection. The game device 200 does so for acquiring from the other game devices 200 event information on events having occurred during the immediately preceding disconnected period. On the other hand, the game devices 200 participating in the game cannot provide new events for the period stored as the remaining missing period. This is because the other game devices 200 have already sent back event information retained in their own devices. However, a game device 200 returning to the game may be able to provide events for the period stored as the remaining missing period in the game device 200 that has sent the event acquisition request.

For that reason, the process control unit 10 of the game device 200 routinely checks whether a game device 200 having participated in the game is back in the game (Step S103). For example, the process control unit 10 checks after the Step S102. If there is a game device 200 that is back in the game (Step S103; Y), the above Steps 1061 to 1064 are executed. Then, the event acquisition request unit 202 specifies the missing period and sends an event acquisition request. Consequently, the game device 200 may later successfully collect event information that it once failed to collect.

Here, in the Step S1061, an event acquisition request can be sent only to the game device 200 that is back in the game. In other words, the event acquisition request unit 202 does not send an event acquisition request to all of the other game devices 200.

(Digest Display)

The reproduction/display unit 204 reproduces/displays the collected event information in response to instruction from the player. More specifically, the reproduction/display unit 204 displays the display information of the event information piece by piece for a given time in the order of occurrence like a slide show. Here, the user can enter the display time of each piece of display information. Furthermore, the event information is stored in the event storage unit 201 as described above.

As described, in this embodiment, a game device can share details of the progress of a game in a period during which the game device failed to participate in the game with the other game devices operated by the other players. Furthermore, the player can view the displayed digest and know details of operation of the other players.

An embodiment is described above. The present invention is not confined to the above embodiment and various modifications and applications can be made. Furthermore, the components of the above embodiment can be used in any combinations.

For example, in the above embodiment, the game devices 200 execute a role-play game. The executed game is not restricted to a role-play game.

Furthermore, in the above embodiment, the display information of an event is image information (a still image). It can be a video image. In such a case, video image information for a given time period around the time of occurrence of an event is acquired as display information.

Furthermore, in the above embodiment, the game devices 200 participating in a game are always fixed. In other words, no new game device 200 is allowed to participate in a game. However, it is possible to allow a new game device 200 to participate in a game. In such a case, the event acquisition request unit 202 of a newly participating game device 200 may send an event acquisition request. In such an event acquisition request, the entire period up to the time of participation can be specified. Furthermore, such an event acquisition request is sent to the game devices 200 already having participated in the game. Consequently, the newly participating game device 200 can take over the history (play history) from the game devices 200 already having participated.

The newly participating game device 200 may continue to store event information collected up to then. The event acquisition request unit 202 of the game devices 200 already having participated in the game may send an event acquisition request to the newly participating game device 200. In such an event acquisition request, the entire period up to the time of participation can be specified. Consequently, the history (play history) of the party can be mixed.

Furthermore, the above embodiment is applicable to an online game. In an online game, a large number of players connect their own game devices 200 to a server to participate in the game. Typically, several players participating in the game form a party. Player characters manipulated by the players in the same party are partners in the game. The course of history (play history) may vary depending on the party. More specifically, it is possible to allow all parties to eliminate the same enemy X. In other words, an enemy X reappears even after some party has eliminated the enemy X. In another case, the parties may fight against different enemies at the same point of time.

As described, in an online game, several players may form a party and participate in a game. In such a case, for example, the event acquisition request unit 202 may send an event acquisition request only to the game devices 200 manipulating the player characters in the same party. In this way, different parties may share different history (play history). Here, in such an online game, the timing means of the server may provide the time. In other words, each game device 200 does not need to time the occurrence of an event. Then, the game device 200 can acquire the time of occurrence of an event from the server via the wireless communication unit 13.

Furthermore, the event storage unit 201 may store importance level information associated with an event specified by event information. Here, the importance level information is set for each event in advance. The importance level information is stored in the ROM 12 a or the like as game data. Alternatively, the player can set an importance level to an event when it occurs. For example, when the player eliminates an enemy character having a scarcity value, the player can set a high importance level to the event.

As described, the importance level of an event specified by event information can be set in association with the event information. In such a case, the game device 200 can receive an event importance level from the player. Then, the game device 200 collects the event information of events having an importance level higher than that importance level from the other game devices 200. In other words, the event acquisition request unit 202 specifies the received importance level in an event acquisition request. Then, the event acquisition request unit 202 sends the event acquisition request to the other game devices 200. The other game devices 200 having received the event acquisition request send back event information to the request source. Here, the event information contained in the sent event acquisition is event information stored in the event storage unit 201 of the other game devices 200 and having an importance level higher than the specified importance level. In this way, the player can collect only event information of important events. Furthermore, communication loads can be reduced.

Alternatively, the game device 200 may reproduce/display event information of events having an importance level higher than the aforementioned importance level. Here, the event importance level is received from the player. In other words, the reproduction/display unit 204 may reproduce/display only display information of event information associated with an importance level higher than the received importance level. In this way, display information of only important events, not all events, is reproduced/displayed. Consequently, the reproduction/display time can be saved. Here, as described, the event information is stored in the event storage unit 201.

Furthermore, the game device 200 may receive approval/disapproval of disclosure of event information from the user for each piece of event information. The event storage unit 201 stores disclosure approval/disapproval information provided by the user in association with each piece of event information. The event acquisition reply unit 203 presents only event information of approved events in an event acquisition reply. Then, the player can specify event information he/she does not want to disclose to the other game devices 200.

This application claims the priority based on Japanese Patent Application No. 2009-054929, of which the entire content is incorporated herein by reference.

INDUSTRIAL APPLICABILITY

As described, the present invention can provide a game device, operation method, information recording medium, and program allowing a game device participating in a multiplayer game to easily share with other game devices details of the progress of a game in the event of communication disconnection.

EXPLANATION OF REFERENCE NUMERALS

-   1 portable information processing device -   10 process control unit -   10 a CPU core -   10 b image processing unit -   10 c VRAM -   10 d WRAM -   10 e LCD controller -   10 f touch panel controller -   11 connector -   12 cartridge -   12 a ROM -   12 b RAM -   13 wireless communication unit -   14 communication controller -   15 sound amplifier -   16 speaker -   17 operation keys -   18 first display unit -   19 second display unit -   20 touch panel -   200 game device -   201 event storage -   202 event acquisition request unit -   203 event acquisition reply unit -   204 reproduction/display unit 

1. A game device (200) in a game system in which multiple game devices (200) communicate with each other to participate in a game, comprising: an event storage unit (201) storing event information including display information for displaying an event and occurrence time of the event when the event occurs in the course of said game; an event acquisition request unit (202) sending to other game devices (200) an event acquisition request specifying a time frame during which said game device (200) failed to participate in said game; and an event acquisition reply unit (203) receiving said event acquisition request from said other game devices (200) and sending back to said other game device (200) that has sent said event acquisition request an event acquisition reply presenting event information that is stored in said event storage unit (201) and of which the occurrence time is included in the time frame specified in said event acquisition request, wherein said event storage unit (201) further stores event information sent back from said other game devices (200).
 2. The game device (200) according to claim 1, wherein: the time frame specified in said event acquisition request is a time frame from a time when connection to said other game devices (200) is discontinued to a time when connection to said other game devices (200) is reestablished later.
 3. The game device (200) according to claim 1, wherein: said event storage unit (201) further stores a period during which said game device (200) could not collect event information on events having occurred in said game (“a missing period” hereafter); the time frame specified in said event acquisition request is the missing period stored in said event storage unit (201); a period within the time frame specified in said event acquisition request that overlaps with a period other than the missing period stored in said event storage unit (201) of said other game devices (200) (“a valid period” hereafter) is further specified in said event acquisition reply; and when said event acquisition reply is received, a period overlapping with the valid period specified in said event acquisition reply is deleted from the missing period stored in said event storage unit (201) of said game device (200).
 4. The game device (200) according to claim 1, further comprising: a reproduction/display unit (204) reproducing/displaying display information contained in event information stored in said event storage unit (201).
 5. The game device (200) according to claim 1, wherein: said event information is given an importance level; a threshold importance level received from a player of said game device (200) is further specified in said event acquisition request; and said event acquisition reply unit (203) sends back to said other game device (200) an event acquisition reply presenting event information acquired in response to said event acquisition request from said other game device (202) and having an importance level equal to or higher than the specified threshold.
 6. The game device (200) according to claim 4, wherein: said event information is given an importance level; and said reproduction/display unit (204) receives a threshold importance level of event information from a player and reproduces/displays display information of event information stored in said event storage unit (201) and having an importance level equal to or higher than the received threshold.
 7. The game device (200) according to claim 1, wherein: said event information contains disclosure approval/disapproval information provided by a player of said game device (200); and event information presented in said event acquisition reply is limited to event information of which said approval/disapproval information indicates approval.
 8. An operation method of a game device (200) in a game system in which multiple game devices (200) communicate with each other to participate in a game, wherein: said game device (200) comprises an event storage unit (201), an event acquisition request unit (202), and an event acquisition reply unit (203); said event storage unit (201) comprises an event storing step of storing event information including display information for displaying an event and occurrence time of the event when the event occurs in the course of said game; said event acquisition request unit (202) comprises an event acquisition request step of sending to the other game devices (200) an event acquisition request specifying a time frame during which said game device (200) failed to participate in said game; and said event acquisition reply unit (203) comprises an event acquisition replay step of receiving said event acquisition request from said other game devices (200) and sending back to said other game device (200) that has sent said event acquisition request an event acquisition reply presenting event information that is stored in said event storage unit (201) and of which the occurrence time is included in the time frame specified in said event acquisition request, wherein said event storage unit (201) further stores event information sent back from said other game devices (200).
 9. A computer-readable information recording medium recording a program that allows a computer to function as a game device (200) in a game system in which multiple game devices (200) communicate with each other to participate in a game, wherein said program allows said computer to function as: an event storage unit (201) storing event information including display information for displaying an event and occurrence time of the event when the event occurs in the course of said game; an event acquisition request unit (202) sending to other game devices (200) an event acquisition request specifying a time frame during which said game device (200) failed to participate in said game; and an event acquisition reply unit (203) receiving said event acquisition request from said other game devices (200) and sending back to said other game device (200) that has sent said event acquisition request an event acquisition reply presenting event information that is stored in said event storage unit (201) and of which the occurrence time is included in the time frame specified in said event acquisition request, and allows said event storage unit (201) to further store event information sent back from said other game devices (200).
 10. A program that allows a computer to function as a game device (200) in a game system in which multiple game devices (200) communicate with each other to participate in a game, wherein said program allows said computer to function as: an event storage unit (201) storing event information including display information for displaying an event and occurrence time of the event when the event occurs in the course of said game; an event acquisition request unit (202) sending to other game devices (200) an event acquisition request specifying a time frame during which said game device (200) failed to participate in said game; and an event acquisition reply unit (203) receiving said event acquisition request from said other game devices (200) and sending back to said other game device (200) that has sent said event acquisition request an event acquisition reply presenting event information that is stored in said event storage unit (201) and of which the occurrence time is included in the time frame specified in said event acquisition request, and allows said event storage unit (201) to further store event information sent back from said other game devices (200). 